Roguelike-like redefined! This graphical adventure pits a party of characters against a procedurally generated world made up of treacherous forests, caves and, of course, a mysterious castle! Turn based combat based on (but not limited by) the award winning and ubiquitous SRD 3.5 standard provides endless tactical possibilities, as you go up against parties of Orcs, Undead, Dark Elves, Demons and more! Collect amazing items to wield in battle, study old tomes to increase your skills, and gather mushrooms to brew into powerful spells. An incredibly minimal interface devoid of the clutter so common to roguelikes lets you perform both simple and complex actions with ease. Lighthearted coffee-break combat or meticulous powergaming, the choice is yours.
Fast paced, Turn based. Simple interface, Complex possibilities.

in ways this reminds me of old Hero Quest 1 and 2 (the board-games conversions) for the Amiga - albeit at this stage slightly more primitive, *but* the important part here is that this engine, as well as the game being developed within has a great deal of potential

if you like final fantasy tactics, or Hero Quest games, this will be right up your alley

the fact that the world is randomly generated offers replay-value like any other Rogue-game out there

the tactics in the game may seem simple, but there is still *plenty* of fun to be had, partly *due* to it's "pick up and play" nature

it's easy to sit down and just play a few minutes, grab some loot and then save and continue at a later time

Rogue games typically follow a formula of one character against the world, whilst this offers you a party of 3 (soon to be 4?) characters with nice variety between them and (unlike many Rogue-games out there) a very nice graphical input

the user-interface is as streamlined as it gets and never gets in the way of the action on-screen, but can be summoned at any given time through simple commands

although I may come of as a graphics-***** here, I still must stress that these graphics are top-notch 2D (isometric on top of that) and truly adds a lot to the game

the fact that this game is still at an early stage(?) - I am still giving it a full 10/10, not only because I find that the game as it stands right now is a great achievement, but also because of (as mentioned) the untapped *potential* that it shows

there are a lot of Rogue-games out there and there are a lot of variation to be had in most of them and as with so many indie-developed titles out there, you are not "obliged" to pay money for this (at it's current stage), *however* I strongly urge you to send $5 to the creator behind this - it's "not an insane amount of money" to spend on a promising title and at the same time giving the person(s?) behind it some incentive to keep developing

Even if this were not a very good game, I would still thank the maker for combining two of the most obscure (and awesome) genres of games: tactical RPG and roguelike.

The fact that such an unlikely fusion also turned out to be a truly fun and deeply engaging experience is an absolute miracle, and the maker should feel proud, as I hope he already does.

The game is hard in a deeply satisfying way, as no amount of grinding or tedious processes is necessary or even possible. Everything that makes your group stronger is found through exploration, not training. When you die (which is often) there is no mindless level grinding to repeat. At no point are you allowed to become complacent.

Furthermore, the customizable world generation is spectacular. You can decide you want the game to be hard, but you can also decide HOW the game will be hard. Will supplies be scarce? Will monsters be numerous? Will you limit your own magical resources? You decide, and the menu will tell you how hard you've made the game for yourself.

I have only a handful of issues, ones I have already talked about in the forum section. They are truly minor gripes. Play this if you like Roguelikes. Play this if you like Tactical RPGs. Play this if you like RPGs in general. Just play this.